# Dev Log 8
Still struggling with designing a Door. But whatever, I still need to make some gear animation for my version, so I made some actor to generate the gear set and calculate their speed. Hope they can get along well with sequencer, or I will be mad!π±π
#devlog #scad #UnrealEngine
01.11.2025 22:57 β π 2 π 0 π¬ 0 π 0
# Dev Log 7
Finally I finished the assignment 2, and am going to start the door open assignment. 'Keep it simple!', my professor told me, and now, looking at a heap of 712 and 710 assignments which I haven't finished, I know whyπ
(Keep it simple, I will just upload a picπ
#devlog #scad #UnrealEngine
26.10.2025 03:36 β π 4 π 0 π¬ 0 π 0
# Dev Log 6
Still struggling with the A2 project in 710 while making a spaceship physics simulation system in 712. God! Looks like everyone starts their door open project but I am going to fail to submit my assignment in every course.π
BTW, added something new in A2 now.
#devlog #scad #UnrealEngine
19.10.2025 05:46 β π 4 π 0 π¬ 0 π 0
# Dev Log 5
I made a physics-based projector for 710 assignment 2. The actor really took me a lot of time, especially the light function material where you should adjust the uv and add some mask to project a right image. (Try to add some tags this time)
#devlog #scad #UnrealEngine #Arknights
12.10.2025 06:34 β π 2 π 0 π¬ 0 π 0
28.09.2025 07:47 β π 0 π 0 π¬ 0 π 0
Dev Log 3
This is what I want, the PGC system I made! Take a lot of time, but also learn a lot. Hope it will help my set dressing assignment.
28.09.2025 07:46 β π 4 π 0 π¬ 1 π 0
# Dev Log 2
Haven't made big progress on the first assignment but built some assets. Tried to make some amazing water material, but get some new piece of... Need to speed up now and think more about how will the style be.
21.09.2025 07:04 β π 1 π 0 π¬ 0 π 0
1. Reviewed what I learnt in the class and built the frame (or boundary) for the core part of my scene like what professor Kane did in his class.
2. Added a landscape into my scene. But I also want to use it to build the background environment which I don't want to let player get to, so that's why it's not wholly in the boundary.
3. Added some cubes and cylinders as the reference.
4. Used the geometry components and tools to build a simple building, transfer the group of boxes into a static mesh, and set the pivot to the center of bottom.
5. I've made a simple automatic material for the terrain! This part is not required for the class, but it took me a lot of time, just because of my damn curiosity! To satisfy my curiosity, I researched the material in the resource the professor offered. The structure is very complex, and there are a lot of confusing material functions, but what I was looking for is just the ***VertexNormalWS*** node, which is used to dot a Z-up normalized vector to find where is the ground and where is the wall or cliff. Eventually, I achieved my own simple version, although I forgot to eat dinner.
6. Refined my material by adding ***Step*** nodes and the ***Absolute World Position*** node to make the edge between colors sharper and make cliffs at different height varied, which is more useful and suitable for voxel or cartoon style.
* P.S. Thanks for the crash of UE, I found I need to eat, finally, LOL.
The test map
The automatic material, which has the sharp edge between colors
The refined material, which can make the colors of river cliff and mountain cliff different
# Dev Log 1
- 2025.09.14 01:08
This is my first week at SCAD, and here's the work I did for the first ITGM710 project in this week. (Please read 5 and 6 in the picture, they are where I've really made an effort!)
(Jesus! For the character limit, I don't know how to share all the things efficiently!)
14.09.2025 06:41 β π 5 π 0 π¬ 0 π 0